Sequential decision making with vector outcomes

Y. Azar, U. Feige, M. Feldman, Moshe Tennenholtz
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引用次数: 15

Abstract

We study a multi-round optimization setting in which in each round a player may select one of several actions, and each action produces an outcome vector, not observable to the player until the round ends. The final payoff for the player is computed by applying some known function f to the sum of all outcome vectors (e.g., the minimum of all coordinates of the sum). We show that standard notions of performance measure (such as comparison to the best single action) used in related expert and bandit settings (in which the payoff in each round is scalar) are not useful in our vector setting. Instead, we propose a different performance measure, and design algorithms that have vanishing regret with respect to our new measure.
具有向量结果的顺序决策
我们研究了一个多轮优化设置,在每个回合中,玩家可以选择几个行动中的一个,每个行动产生一个结果向量,直到回合结束才会被玩家观察到。玩家的最终收益是通过将某些已知函数f应用于所有结果向量(游戏邦注:例如,所有坐标的最小值)的总和来计算的。我们表明,在相关的专家和强盗设置(其中每轮的收益是标量)中使用的标准性能度量概念(例如与最佳单动作的比较)在我们的矢量设置中是无用的。相反,我们提出了一种不同的性能度量,并设计了相对于我们的新度量具有消失遗憾的算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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